RimWorld

RimWorld

Caravan Mood Buff
81 Comments
Hugalafutro 19 hours ago 
Thanks for this! I almost never did caravans in Vanilla because it's such a hassle, you 3 morons lived together for 5 years, like each other, spent 2 days travelling in good spirits - so why are you suddenly going mental once we arrive? Swear vanilla RimWorld was not made to be enjoyed, it's more like "Getting Over It but RTS"
dominicawb Aug 18 @ 12:35pm 
thank you for updating this, I always wondered if I was just bad at forming caravans, but this really helps to get them LAUNCHED without using dev send instantly
Syrus  [author] Aug 16 @ 1:28am 
Uuh...farily certain this is the wrong mod you posted that on.
It has nothing to do with event letters, mechanoids dropping in or anything like that, just giving mood buffs to caravans. Unless there is a bug I don't know about?
Anker Aug 15 @ 9:44pm 
Gotta drop this one. I could ignore the way it spammed a bajillion event letters- I just went ahead and added another mod to auto clear out the thousand or so letters on autosave automatically- But having mechanoids drop in an hour after battle doesn't let me deconstruct things on the battlefield to take with me, like vehicle wrecks.
Syrus  [author] Aug 14 @ 4:28am 
Another small update...
Fixed caravan forming mood description & made mood buffs able to be set negative
Syrus  [author] Aug 14 @ 4:10am 
Version 1.6.3
Added adjustable mood buff when forming caravans
dominicawb Aug 12 @ 1:24pm 
That's fair, I find its a real life phenomena in my personal experience.
Syrus  [author] Aug 11 @ 5:19pm 
Sounds like a good idea to look into, though I would implement it as its own buff with its own settings...
dominicawb Aug 11 @ 11:42am 
Is it possible to apply the mood buffs DURING formation?? this is when the majority of mental breaks occur, making forming caravans annoying as hell, because they focus on packing instead of taking care of their needs first.
Syrus  [author] Aug 9 @ 10:03am 
Isn't that just a short time of traveling?
Haven't actually played a proper run with this DLC, so I don't know too much about it yet
Klaus Von Wonderstrap Aug 8 @ 6:35pm 
would it be possible to make a setting to have a mood buff for grav ship travel as well? pls and ty <3
extinct Aug 8 @ 5:44am 
OMG just discovered this mod THANK YOU. With Odyssey and the need to explore these elaborate complexes that take forever, the constant mental breaks of my pampered, sissy ass soldiers was driving me to an insulting spree. Like no ♥♥♥♥ you had to sleep on the ground, boo hoo, man up ♥♥♥♥♥.
Dizzy Ioeuy Aug 1 @ 8:42pm 
Yes, no more HUGS, I can finally use this mod!
Syrus  [author] Jul 21 @ 11:32am 
@Sennah
Nah, that's just debug information.
Though I have no idea how you got the initialization of the static defs to fail. Only idea I have to un- and resubscribe to the mod - or there is a conflict with some other mod you are running
Sennah Jul 21 @ 11:11am 
Did you leave some path to your files in your code?
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4C830C99]
at CaravanMoodBuff.CaravanMoodBuffSettings.InitializeStatics () [0x00000] in D:\0Stuff\2Games\RimWorld\_mods\CaravanMoodBuff\Source\CaravanMoodBuffSettings.cs:59
at CaravanMoodBuff.CaravanMoodBuff.Initialize () [0x00000] in D:\0Stuff\2Games\RimWorld\_mods\CaravanMoodBuff\Source\CaravanMoodBuff.cs:50
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <981a33edf24d499488b0f820d94638e1>:0
startIndex: 60
endIndex: 72
Syrus  [author] Jul 21 @ 9:53am 
@Aladeen
As long as it works, it works. Maybe not perfectly efficient, but I see no other option for the moment.

@Richard Mc Nutbuster
The error it throws in the log would be a good start, without any info I can't help
Richard Mc Nutbuster Jul 21 @ 8:06am 
not sure why (id have no idea what log to produce here) but it pops up a red error and the mod options dont exist
Aladeen Jul 20 @ 7:44pm 
@Syrus, I agree with you regarding the underlying execution and what it’s doing. Decompiling might help, but even if we figure it out, we won't be able to modify the game :)

That .ToArray() is a poor way of “solving” the problem, but if no weird behaviors are occurring, then I guess we could say “it worked.”
Jetwolf Jul 20 @ 2:50pm 
Legendary, ta
Syrus  [author] Jul 20 @ 10:46am 
Version 1.6.2
Fixed error due to modified collection, thanks to @Aladeen
Removed leftover debug print

---

@Aladeen
This issue has me slightly worried.
The code, as it was, was taken from previous versions, which ran without issue. Not sure why the collection is modified during the call all of a sudden, it could mean that there is something multithreaded going on which causes the collection to change on subsequent runs of the foreach-loop.
I applied your change, it should work fine, though if it really is a multithreading issue, I'm worried that the collection may be modified while its array is being acquired...not sure what that would mean for my code and its execution.
Aladeen Jul 20 @ 8:25am 
Hi Syrus, thanks for your mod! Not sure what's happening in 1.6, but in some cases it throws a repeating error. I submitted a pull request to fix it.
Jetwolf Jul 14 @ 3:06pm 
Thank you!
[岗] Señiorita woofers Jul 12 @ 8:33am 
The Man
Syrus  [author] Jul 12 @ 7:57am 
Update to 1.6
Removed HugsLib dependency
Reworked settings accordingly
Reidlos Jul 11 @ 8:04pm 
hugs is on its last legs, and has been for 2 expansions, I lvoe this mod and now more then ever with the dlc promoting more exploration, so id love to see an update, if possible with out hugslib req

either way thanks!
[岗] Señiorita woofers Jul 5 @ 4:17am 
prolly waiting for the hugslibs update too
[岗] Señiorita woofers Jul 5 @ 4:17am 
1.6?
Syrus  [author] May 22 @ 10:49am 
@SanguinarcAQL
Yep, I consider that intentional tbh. From what I saw those do not last as long as a caravan event anyway.
Otherwise I'd need to find a way to discern between pocket map from Anomaly event and floor level pocket map from MultiFloor
SanguinarcAQL May 22 @ 12:03am 
it's a small price to pay for salvation
SanguinarcAQL May 22 @ 12:02am 
So, no more bonus when going in the pit gate, which is fair, I wouldn't be happy either to descend into a flesh monster infested cave
Syrus  [author] May 21 @ 3:13pm 
Version 1.5.1
Caravan event mood buff no longer applies for Pocket Maps
(unless it's a Temporary Incident Map; not sure if those two together is ever the case)


I don't own Anomaly, but as far as I can tell, this will also prevent the mood buff from applying to colonists in "pocket maps" caused by Anomaly events.

Seemed like an acceptable solution to the MultiFloor issue, though it would not have been necessary if MultiFloor's created maps returned true for IsPlayerHome for sub-maps of colonies.
Not sure if that has any sideeffects, but if not it would be a nice thing if they changed it.
SanguinarcAQL May 21 @ 12:05pm 
I, too, am very happy when I walk up a stair!
Syrus  [author] May 21 @ 11:23am 
I guess walking up to a different floor is a long enough journey to warrant being happy about having made it? :O

Hmh...might look into it at some point
SanguinarcAQL May 19 @ 6:27am 
Hi! Just want to point out, using MultiFloor with this mod triggers the "Event" mood buff when pawn are on the upper floor
That's the only weird thing I have witnessed, other than that, great mod!
MauPow Apr 9 @ 2:02am 
Any chance you could add something so that pawns don't immediately fall asleep at the edge of the map when they return?
Foxtrot 813 Jan 18 @ 4:51am 
Damn thank you for this mod, my pawn just kept mentally breaking each other, I though they would starve to the mining site.
Good Old Jim Dec 19, 2024 @ 7:49am 
I dont think mood should be removed persay. But I think a rework where you could Force a pawn to snap out of it here and now and have a timed Bigger break down later. Would make more sense really. Could be used in emergencies with the pay off being their gunna ROYALLY flip their ♥♥♥♥ once things calm down.
Ciaran Zagami Nov 13, 2024 @ 12:25pm 
Honestly mood should just be removed, imagine bleeding out your last because your doctor decided to go eat an entire pantry worth of food instead of pulling the shrapnel out of your face
Syrus  [author] Oct 22, 2024 @ 9:39am 
@thibaultu
This mod only adds mood buffs, from what my search turned up, the debuff you are getting may be from a mod called "Home Sweet Home"?
Can't help you there, sorry, it's not related to Caravan Mood Buff.
Tybo Oct 22, 2024 @ 8:29am 
I get a mood debuff 'worried about caravan' even though the caravan has been back for days.. it's a real killer -12 as well, causing all kinds of breakdowns.
graublau May 18, 2024 @ 1:52pm 
Reading the comments here I take it this as well as the Bar Adjuster still require Hugs, eh? Too bad. Great idea though, love it.
Dagger May 2, 2024 @ 6:07am 
I had to do a ancient complex quest by shuttle with 16 colonists. It had about 20 centipedes + other mechs inside, and 8 terminals to hack. Took a day to kill all of the mechs, after which the mood debuffs alone made it impossible to hack any terminal, since the low expectations moodlet turns into high expectations after exploring a complex for some reason. No drugs, no food thanks to the shuttle not taking any item.

I did it thanks to this mod, thank you for making it. It even works mid save.
Syrus  [author] Apr 12, 2024 @ 3:12pm 
Version 1.5.0
No code changes -- tested and appeared to work fine

Did not remove HugsLib as it's been updated.
netgyrl Apr 11, 2024 @ 6:25pm 
Thank you Syrus! Looking forward to using this again. Takes the pain and suffering out of caravans.
Syrus  [author] Apr 2, 2024 @ 3:37pm 
I will update all my mods when I have time to do so (and when their dependencies are up to date), it may likely be after 1.5 is released, though.

Also, since I wanted to remove HugsLib from my mods, it may take a bit longer, especially since I'm busy with an unrelated private project.
ALE199 Apr 1, 2024 @ 7:40am 
do hope it gets updated to 1.5
Limburgse Kiwi Jan 31, 2024 @ 1:19am 
@Syrus, the 28.8k Dial-up masterrace is grateful
Syrus  [author] Jan 7, 2024 @ 1:57pm 
Version 1.4.1
Reduced mod size by removing git-, obj-, & .vs-files, etc.
Syrus  [author] Nov 22, 2023 @ 10:30am 
Hm...apparently because I have the solution (project, source code, etc.) included in it.
I thought size doesn't matter? :p
Homar Nov 22, 2023 @ 6:40am 
Great mod, but why does something that seems so simple need 15mb?